Of course with a 3d game there are lot of obsticals to overcome.
, well I really suck here so I better learn or get some help, Gameplay
also falls into this category. The Unreal Engine 3 comes with basic FPS source which can be modified into other types of games.
, ok this is ganna be near impossible but if I ever get a chance, get a bunch of friends together, get a professional recording studio going and make sure it doesnt suck as much as all those voices you see in flash movies. With an independent developer like me, this feature will probably never get done.
, another near impossible thing to make, there is some free non-copywrited music out there, otherwise I will need to be very careful what I use in my games, for a free game most music can be used.
, ok well I am good here, I usually use milkshape cause its good for modeling for games, it's not used in high poly modeling but the idea is not to have your models high poly so they can run faster in real time.
, I belive I am good here too, for 3d anyway, you can see my landscapes in my deviantart profile, but I still need to practice more terrain painting.
, I am not too good at modeling organic beins but luckily theres a host of tools to custamize premade characters such as Poser 7 to look just like The Last Remnant pictures above. Once a character is made I think I would have a much better time creating weapons and armor for them.
is something I been starting to learn as well, though most of my work is still pictures, the hardest parts of this category is to get characters to seem lifelike or motion captured.
, this isnt my best skill either but I belive I am good at coming up with original ideas, and if I do SoM in 3D then the stories already done from the 2D game.
[EDIT] Ah thank god, it turns out UE3's scripting is kind of like RPG maker, but instead of a drop down menu it uses a more visual gui and you draw lines to connect different actions, like this elivator I made today, you can see in the screenshot that it starts with a player walking on the trigger, moving the object (which is called a "matinee" sequence), adding a delay at the top and then going back to the begining waiting for it to be triggered again.
Here's a video of it in action: http://www.xfire.com/video/1c68f8/
This will make development a whole lot easier making everything from cutscenes to boss fights, but of course this wont work for everything, making the gameplay and coding the gui will still require the good old fasion notepad
Heres another video I made showing off some graphics, crappy island but it was just a quick fooling around thing: http://www.xfire.com/video/1c556c/
Pretty good foliage though, dense grass with high framerate.